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Abstract Dungeon

Abstract Dungeon is a new roleplaying game designed to be quick and easy to learn.

The biggest difference between Abstract Dungeon and other roleplaying games is that you roll your all your dice at the start or the adventure, then spend your dice to overcome challenges. You can always win, provided you are willing to spend the resources.

You then need to describe how you overcame the challenge based on the source of the die you spent. If you spend a die from your Toughness pool, it could represent anything from punching a goblin in the face to holding your liquor, while spending a die from Intellect could represent casting a spell or presenting a logical argument.

11 thoughts on “Abstract Dungeon”

Hey Matthew. We really enjoyed playing a couple of your campaigns at the con. I was impressed with your new game. I don’t see listed in here the wand sheet that one of the other players was using with random wand effects. Do you have that available?

Matthew, I’m going to GaryCon and am interested in playing in your Abstract Dungeon game on Sunday morning. Registration is closed, but it shows a couple of seats left. Any way I could get on your short list for one of those empty seats?

Hey, Great Kickstarter project for Abstract Dungeon. I’ll spread the word! By the way you can post all kickstarter projects for free at http://CrowdFundingForum.com and get quite a bit of free publicity.

Anyway good luck. I recently had a successful project of my own last month !

Thanks for the great game, guys ! Recently “exiled” in North America from my native Switzerland, I feel the gaming world here too often “technical” and min-maxing. Your Abstract Dungeon is a flow of fresh air !
I tried it with a contemporary cop game (named Cops – Asmodée Edition, OOP) and all went well. Maybe you should offer us more universes to play in. What could be in your opinion a “magic item” in our world – woth a die or more ? A very big gun ?
Keep the good work !
… and please excuse my bad english.

Welcome to the continent. I’m glad you like the game. We’ve got distant plans to expand to other settings/genres, but those are a ways off, probably at least a year.

Philosophically I think that permanent treasure should help define the character, or create a story option that otherwmise might not occur to the characters (that’s why there are no generic “magic swords” everything has a special ability). A big gun could be a “magic item,” particularly if it’s something more than standard issue. A souped-up squad car or even a pair of bad-ass sunglasses might also be “magic items.”

Thanks a lot for the answer Matthew. It will help a lot for future adaptations I’ll surely do. I can now think of a book about Cthulu’s mythos as a “magic item” and not only for his spells.
A very nice game !